Sira Ulo Ako
Alchemist 1
CG Medium Outsider (Native)
Init +3; Senses Perc +3, SM +1, Darkvision 60'
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Defense
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AC 16, touch 13, flat-footed 12
HP 16
Fort +4, Ref +7, Will +1
CMD:
Resistance: electricity:5
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Offense
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BAB: +1
CMB: +2
Speed 30 ft.
Melee :Unarmed Strike +2/1d6+1
Ranged:Starknife: +5/1d4
BOMB (20'):7/day (CL+INT Mod+XTRA BOMBS FEAT) +6 to hit(TOUCH)/1d6+4 (fire)(x2 on 1st d6 only)
Splash=Min DMG (5) REF SV 1/2: DC:14(10+ 1/2 LVL+ INT Mod)
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Special Abilities:
Martial Flexibility (4): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
Mutagen(Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores.
Formulae: Starting Formula known: 2+INT MOD (+4)= 6
Base Per Day:01//00//00//00//00//00
INT Bonus Per Day:01//01//01//01//00//00
Total Per Day:02//00//00//00//00//00
Base Racial:
Defense Racial Traits
•Energy Resistance: Sylphs have electricity resistance 5.
Magical Racial Traits
•Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Senses Racial Traits
•Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Alternate Racial Traits
•Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity
Starting traits
•Careful Combatant (Combat)
Balanced Education(Regional-Anuli)